Gorgeras
09-11-2008, 11:39 AM
As far as I'm aware we are currently lacking a Black Orc guide so I decided to write one. Bare in mind this is based on a beginner's experience and some of it may not hold true at a later point.
I have noticed two important things about Black Orcs; first that they hard, second that they are almost totally unbreakable when there is more than one and they are cooperating. Blacks Orcs appear to be more benefit to each other than they are even to Goblin Shaman and collarary to this they recieve more aid from each other through their abilities than they appear to get from Shaman.
Why this might happen
All classes have three distinct specialisation trees which improve the effiacy of abilities that belong to that specialisation. Classes don't begin gathering points for specialisation until rank 11 though. Black Orcs seem to have utterly by-passed this because of their class mechanic. In the first six ranks I was given a range of abilities that made me think carefully about my button rotation. It was impractical to use all of them in a fight, and yet they are ALL useful.
My current rotation stands at:
Demolishing Strike (Morale ability) if available
Clobber (Leads to Da Gud Plan, Path of Da Toughest)
Tougher'n Nails (Leads to Da Best Plan, Path of Da Toughest) OR Right in Da Jibbilies if it's off cooldown (Leads to Da Best Plan, Path of Da Toughest)
Taunt
Skull Thumper (No Plan After Dis, Path of Da Brawler)
It's very simple, but I could add more to the rotation. But this would not increase DPS because the damage each ability that occupies a certain stage in the class mechanic system does roughly the same DPS. Some abilities distinctly require a shield equipped or a great-weapons, both exclusive to each other. So different Black Orcs have a tendency to have different rotations.
I've been playing as a tanking Black Orc trying to keep others from harm. But a DPS Orc with the same equipment(except for the weapon) and of the same rank who hasn't used any specialisation points could use a rotation like:
Demolishing Strike if available
Follow Me Lead (Leads to Da Gud Plan, Path of Da Boss)
Trip 'Em Up (Leads to Da Best Plan, Path of Da Brawler) or Right In Da Jibblies if available
Taunt
Da Big 'Un (No Plan After Dis, Path of Da Boss)
Some of these abilities have buffs which apply to you and your allies. Both these rotations are the fastest way of cycling through the Black Orc Builder stages whilst making use of other useful abilities that have no effect on the Build stage. Repeatedly going through the Build stages as quickly as possible appears to be the most efficient way of maintaining DPS and buffs unique to a certain Path throughout a fight)
As a tank, I rarely need to use Trip 'Em Up if there is a Black Orc using a Great-weapon attacking the same target. I recieve buffs from the abilities he's using in his Build stages whilst he's benefiting from the seperate ones I'm using as I rotate through the Build stages.
In summing up a conclusion I belief Black Orc has a mechanic forcing it to diversify and this has benefitted it.
I have noticed two important things about Black Orcs; first that they hard, second that they are almost totally unbreakable when there is more than one and they are cooperating. Blacks Orcs appear to be more benefit to each other than they are even to Goblin Shaman and collarary to this they recieve more aid from each other through their abilities than they appear to get from Shaman.
Why this might happen
All classes have three distinct specialisation trees which improve the effiacy of abilities that belong to that specialisation. Classes don't begin gathering points for specialisation until rank 11 though. Black Orcs seem to have utterly by-passed this because of their class mechanic. In the first six ranks I was given a range of abilities that made me think carefully about my button rotation. It was impractical to use all of them in a fight, and yet they are ALL useful.
My current rotation stands at:
Demolishing Strike (Morale ability) if available
Clobber (Leads to Da Gud Plan, Path of Da Toughest)
Tougher'n Nails (Leads to Da Best Plan, Path of Da Toughest) OR Right in Da Jibbilies if it's off cooldown (Leads to Da Best Plan, Path of Da Toughest)
Taunt
Skull Thumper (No Plan After Dis, Path of Da Brawler)
It's very simple, but I could add more to the rotation. But this would not increase DPS because the damage each ability that occupies a certain stage in the class mechanic system does roughly the same DPS. Some abilities distinctly require a shield equipped or a great-weapons, both exclusive to each other. So different Black Orcs have a tendency to have different rotations.
I've been playing as a tanking Black Orc trying to keep others from harm. But a DPS Orc with the same equipment(except for the weapon) and of the same rank who hasn't used any specialisation points could use a rotation like:
Demolishing Strike if available
Follow Me Lead (Leads to Da Gud Plan, Path of Da Boss)
Trip 'Em Up (Leads to Da Best Plan, Path of Da Brawler) or Right In Da Jibblies if available
Taunt
Da Big 'Un (No Plan After Dis, Path of Da Boss)
Some of these abilities have buffs which apply to you and your allies. Both these rotations are the fastest way of cycling through the Black Orc Builder stages whilst making use of other useful abilities that have no effect on the Build stage. Repeatedly going through the Build stages as quickly as possible appears to be the most efficient way of maintaining DPS and buffs unique to a certain Path throughout a fight)
As a tank, I rarely need to use Trip 'Em Up if there is a Black Orc using a Great-weapon attacking the same target. I recieve buffs from the abilities he's using in his Build stages whilst he's benefiting from the seperate ones I'm using as I rotate through the Build stages.
In summing up a conclusion I belief Black Orc has a mechanic forcing it to diversify and this has benefitted it.